New
Heal a squadmate from your own kit. Walk up to a wounded teammate and give them one of
your medkits. It comes out of your supply, so topping someone up is a real decision.
Hold your breath to steady the shot. Breath-hold now tightens your aim on every weapon,
not just scoped ones, and it lets go the moment you do.
Fifteen more ways to earn XP. First blood, last kill of a wave, damage assists, reviving
under fire, surviving a full officer wave, kill streaks, clearing a map without a single
squadmate going down, beating par time, finishing without tripping an alarm, manning an MG,
resupplying friendlies from an ammo box, and more. The squad bonus scales with how many of
you are still standing.
Heavier gore. Headshots now visibly wreck the face, and a hit from a rocket, grenade,
shotgun or artillery can take the head clean off. Not every time - it is a chance, and it
only happens after they are already dead.
Fixed
The FG42 works. It was invisible in your hands for as long as it has shipped. Retail's
model had a single bone and no attachment points, so it could not be skinned and had nowhere
to hang a muzzle flash. It is rebuilt on a properly rigged mesh, with animations, muzzle
flash, shell ejection and a bolt sound on the reload. Our own FG42 sounds are unchanged, and
the shotgun is untouched.
Guns that were silent or invisible. A single stray character in a shader file makes the
engine throw away every weapon in that file, which is why the Nagant sniper, silenced
PPSh-43 and both TT-33s were see-through. Separately, seven weapons - the G43, Mosin Nagant,
Nagant revolver, PPSh, SVT-40, Kar98 mortar and signal smoke - had fire and reload sounds
that could never load on a campaign map. Eight bolt-action rifles were also playing two
reload sounds that were never defined anywhere, in retail either. All fixed, and every
weapon and every shader file in the game is now checked automatically so this class of bug
cannot come back quietly.
Nebelwerfer Hunt. The final objective never triggered, because the sequence behind it
never ran in co-op. The church assault now actually pushes in instead of stalling at the
wall, the barrage falls in salvos, MG nests get manned when the Tiger dies, and there are
three new spawn checkpoints that follow your objective progress. The compass points at the
right thing now.
Bodies falling through the floor. They settle on the ground properly.
A mid-mission crash. The Nebelwerfer fight overran an engine text pool that was already
three quarters full; its ceiling and the network buffer behind it are both doubled.
The Type 100 now uses its own first-person animations instead of borrowing the Sten's -
they shipped with the weapon and had never been connected.
Controls menu no longer lists binds that do nothing, and Coop Challenges is now called
Service Record, which is where it actually goes.